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This book constitutes the refereed post-conference proceedings of the 16th International Conference on Advances in Computer Games, ACG 2019;
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This book constitutes the thoroughly refereed post-conference proceedings of the 13th Advances in Computer Games Conference, ACG 2011, held;
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This book constitutes the thoroughly refereed post-conference proceedings of the 14th International Conference on Advances in Computer;
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help develop a better understanding of the latest advances within this field. For all those who are interested in computer games development;
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computer science, together with some top game players. The articles run the gamut from theoretical approaches (infinite games, generalizations;
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computer science, together with some top game players. The articles run the gamut from theoretical approaches (infinite games, generalizations;
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Computer role-playing games (CRPGs) are a special genre of computer games that bring the tabletop role-playing experience of games such as;
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Computer games have become a major cultural and economic force, and a subject of extensive academic interest. Up until now, however;
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the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning;
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This book provides an introduction and overview of the rapidly evolving topics of computer graphics and games, presenting the new;
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coalition structures Advances in Dynamic Games will be of particular interest to researchers and doctoral students studying game theory.;
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history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this;
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Advances in Computers, Volume 116, presents innovations in computer hardware, software, theory, design, and applications, with this;
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Documents research on the impact of computer games on the learning of adults. Computer games and learning are characterized from a series;
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In 2006, about 67 percent of Americans played video games using a computer or game console such as PlayStation, Xbox, or Wii. Video games;
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multiple intersections between the study of computer games and the discipline of technical and professional writing. Divided into five parts;
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multiple intersections between the study of computer games and the discipline of technical and professional writing. Divided into five parts;
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evidence about the use of computer games in language learning.;
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This book constitutes the refereed conference proceedings of the 10th International Conference on Advances in Computer Entertainment, ACE;
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of computer games in this rich anthology, which introduces the latest approaches in the central fields of game studies and provides an extensive;
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games are related to two disciplines, which are computer sciences (in particular, eLearning and related areas) and games development. A pattern;
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systems. As such, it helps those in the computer industry and academia to use the advances in next-generation systems engineering technology to;
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store. Our collective obsession with computer games has led to criticism that we have become too sedentary and neglect 'real' life. However;
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This book presents current advances in the theory of dynamic games and their applications in several disciplines. The selected;
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computer games can be put to good use for mathematics educational purposes for young teenagers. The authors believe that computer games can be used;
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Evaluates a controversial theory about the educational potential of computer games, revealing how specific games can teach children how to;
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Kids can easily learn to code with Computer Coding Scratch Games Made Easy, the perfect workbook for beginners learning to code for school;
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